Exploring Student Perceptions of Online Quizzes in Foreign Language Learning
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
The utilization of online quizzes for academic purposes is rapidly increasing, and research shows that it significantly impacts student engagement and motivation, which, in turn, can facilitate learning. The present study aimed to explore university students’ perceptions of online quizzes in language learning. The participants in this study consisted of 70 undergraduate students enrolled in an English major course that utilized online quizzes for classroom activities. Data were collected through a questionnaire consisting of 18 Likert-type quantitative data and two open-ended questions. Data analysis revealed significant positive correlations between students' perceived usefulness, perceived ease of use, attitude toward using online quizzes and their behavioral intention to use them. Furthermore, perceived usefulness was found to be the most significant predictor of students' future intention to use online quizzes. Students reported that improved learning was the most significant benefit of online quizzes, while internet connectivity was identified as the primary barrier. This study provides insights into the use of online quizzes in traditional language classrooms. The findings of this study suggest that enhancing students' perceived usefulness of online quizzes is crucial for fostering effective technology engagement.
Abstract
The utilization of online quizzes for academic purposes is rapidly increasing, and research shows that it significantly impacts student engagement and motivation, which, in turn, can facilitate learning. The present study aimed to explore university students’ perceptions of online quizzes in language learning. The participants in this study consisted of 70 undergraduate students enrolled in an English major course that utilized online quizzes for classroom activities. Data were collected through a questionnaire consisting of 18 Likert-type quantitative data and two open-ended questions. Data analysis revealed significant positive correlations between students' perceived usefulness, perceived ease of use, attitude toward using online quizzes and their behavioral intention to use them. Furthermore, perceived usefulness was found to be the most significant predictor of students' future intention to use online quizzes. Students reported that improved learning was the most significant benefit of online quizzes, while internet connectivity was identified as the primary barrier. This study provides insights into the use of online quizzes in traditional language classrooms. The findings of this study suggest that enhancing students' perceived usefulness of online quizzes is crucial for fostering effective technology engagement.
참고문헌 (27)
- Alalimi, M., "The effectiveness of Kahoot online game on EFL learners’ spelling achievement and their perceptions towards the game", Asian Journal of Educational Research, 8(1), pp.34~42 (2020)
- Alfadda, H. A., "Measuring students' use of zoom application in language course based on the technology acceptance model (TAM)", Journal of Psycholinguistic Research, 50(4), pp.883~900 (2021)
- Asmalı, M., "Integrating technology into esp classes : Use of student response system in English for specific purposes instruction", Teaching English with Technology, 18(3), pp.86~104 (2018)
- Bicen, H., "Perceptions of students for gamification approach:Kahoot as a case study", International Journal of Emerging Technologies in Learning, 13(2), pp.72~93 (2018)
- Cárdenas-Moncada, C., "Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom", CALL-EJ, 21(1), pp.64~78 (2020)
- Cardoso, W., "Learning a foreign language with a learner responsive system: the students’ perspective", Computer-Assisted Language Learning, 24(5), pp.393~417 (2011)
- Davis, F. D., "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, 13, pp.319~340 (1989)
- Davis, F. D., "User acceptance of information technology: system characteristics, user perceptions and behavioral impacts", International Journal of Man-Machine Studies, 38(3), pp.475~487 (1993)
- De-Marcos, L., "An empirical study comparing gamification and social networking on e-learning", Computers & Education, 75, pp.82~91 (2014)
- Dichev, C., "Gamifying education: what is known, what is believed and what remains uncertain: a critical review", International Journal of Educational Technology in Higher Education, 14, pp.1~36 (2017)
- Dicheva, D., "Gamification in education: a systematic mapping study", Educational Technology & Society, 18(3), pp.75~88 (2015)
- Göksün, D. O., "Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz", Computers & Education, 135, pp.15~29 (2019)
- Granić, A., "Technology acceptance model in educational context: A systematic literature review", British Journal of Educational Technology, 50(4), pp.1~40 (2019)
- Hanus, M. D., "Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance", Computers & Education, 80, pp.152~161 (2015)
- Licorish, S. A., "Students’ perception of Kahoot!‘s influence on teaching and learning", Research and Practice in Technology Enhanced Learning, 13(1), pp.9~ (2018)
- Marangunić, N., "Technology acceptance model: a literature review from 1986 to 2013", Universal Access in the Information Society, 14(1), pp.81~95 (2015)
- Quiroz, M. F., "Improving English vocabulary learning through Kahoot!: a quasi-experimental high school experience", Teaching English with Technology, 21(2), pp.3~13 (2021)
- Sailer, M., "The Gamification of Learning: A Meta-Analysis", Educational Psychology Review, 32, pp.77~112 (2020)
- Scherer, R., "The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education", Computers & Education, 128, pp.13~35 (2019)
- Sprenger, D. A., "Technology acceptance of four digital learning technologies (classroom response system, classroom chat, e-lectures, and mobile virtual reality) after three months'usage", International Journal of Educational Technology in Higher Education, 18(1), pp.1~17 (2021)
- Turner, M., "Does the technology acceptance model predict actual use? A systematic literature review", Information and Software Technology, 52(5), pp.463~479 (2010)
- Wang, A. I., "The effect of using Kahoot! For learning - a literature review", Computers & Education, 149, pp.1~22 (2020)
- Wichadee, S., "Enhancement of performance and motivation through application of digital games in an English language class", Teaching English with Technology, 18(1), pp.77~92 (2018)
- Yürük, N., "Using Kahoot as a skill improvement technique in pronunciation", Journal of Language and Linguistics Studies, 16(1), pp.137~153 (2020)
- Zainuddin, Z., "The impact of gamification on learning and instruction : A systematic review of empirical evidence", Educational Research Review, 30, pp.100~326 (2020)
- Zarzycka-Piskorz, E., "Kahoot it or not? Can games be motivating in learning grammar?", Teaching English with Technology, 16(3), pp.17~36 (2016)
- Zhang, Q., "A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration", Education and Information Technologies, 26, pp.4507~4535 (2021)
